-- for CCLuaEngine tracebackfunction __G__TRACKBACK__(msg) print("----------------------------------------") print("LUA ERROR: " .. tostring(msg) .. "\n") print(debug.traceback()) print("----------------------------------------")endlocal function main() ----------------------------------------------------------------- -- avoid memory leak collectgarbage("setpause", 100) collectgarbage("setstepmul", 5000) --[[------------------------------------------------------------- 补充说明: collectgrabage(opt [, arg]) 功能:垃圾收集器的通用接口,用于操作垃圾收集器 参数: opt--操作方法标志 "stop" : 停止垃圾收集器 "restart" : 重启垃圾收集器 "collect" : 执行一次全垃圾收集循环 "count" : 返回当前Lua中使用的内存量(以KB为单位) "step" : 单步执行一个垃圾收集.步长"size"由参数arg指定.如果完成一次收集循环,将返回True "setpause" : 设置arg/100的值作为暂定收集的时长 "setstepmul" : 设置arg/100的值,作为步长的增幅(即新步长 = 旧步长*(arg/100)) --]]------------------------------------------------------------- ----------------------------------------------------------------- --自定义打印函数,将字符串打印出来 --其实这里可以调用CCLuaLog函数来打印字符串 local cclog = function(...) print(string.format(...)) end ----------------------------------------------------------------- ----------------------------------------------------------------- --包含hello2这个脚本,该脚本定义了myadd(x, y)函数 require "hello2" cclog("result is " .. myadd(3, 5)) ----------------------------------------------------------------- ----------------------------------------------------------------- --获取可视区域 local visibleSize = CCDirector:sharedDirector():getVisibleSize() --获取可是区域的原点坐标,OpenGL坐标系 左下角为原点 local origin = CCDirector:sharedDirector():getVisibleOrigin() ----------------------------------------------------------------- -- add the moving dog local function creatDog() --dog.png的规格是 210*95, 由两个frame组成规格皆为105*95 local frameWidth = 105 local frameHeight = 95 -- create dog animate local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png") --rect用于捕捉textureDog的纹理并赋给frame0 local rect = CCRectMake(0, 0, frameWidth, frameHeight) local frame0 = CCSpriteFrame:createWithTexture(textureDog, rect) --rect用于捕捉textureDog的纹理并赋给frame1 rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight) local frame1 = CCSpriteFrame:createWithTexture(textureDog, rect) --创建松鼠精灵 local spriteDog = CCSprite:createWithSpriteFrame(frame0) spriteDog.isPaused = false spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3) --接下来的代码是要创建一个CCAction对象,让spriteDog来run这个CCAction对象 --步骤如下: --1.使用数组animFrames保存序列帧 --2.利用该数组创建一个CCAnimation对象 --3.利用CCAnimation对象创建CCAnimate对象 --4.利用CCAnimate对象创建CCAction对象 --5.run这个CCAction local animFrames = CCArray:create() animFrames:addObject(frame0) animFrames:addObject(frame1) local animation = CCAnimation:createWithSpriteFrames(animFrames, 0.5) local animate = CCAnimate:create(animation); spriteDog:runAction(CCRepeatForever:create(animate)) ----------------------------------------------------------------- -- moving dog at every frame local function tick() --如果暂停了,那么返回,不对spriteDog做任何操作 if spriteDog.isPaused then return end --根据spriteDog的当前position来判断下一个position local x, y = spriteDog:getPosition() if x > origin.x + visibleSize.width then x = origin.x else x = x + 1 end --更新位置 spriteDog:setPositionX(x) end --设置每帧调用trick函数 CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false) return spriteDog end -- create farm local function createLayerFarm() local layerFarm = CCLayer:create() -- add in farm background local bg = CCSprite:create("farm.jpg") bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2) layerFarm:addChild(bg) -- add land sprite for i = 0, 3 do for j = 0, 1 do local spriteLand = CCSprite:create("land.png") spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2) layerFarm:addChild(spriteLand) end end -- add crop local frameCrop = CCSpriteFrame:create("crop.png", CCRectMake(0, 0, 105, 95)) for i = 0, 3 do for j = 0, 1 do local spriteCrop = CCSprite:createWithSpriteFrame(frameCrop); spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2) layerFarm:addChild(spriteCrop) end end -- add moving dog local spriteDog = creatDog() layerFarm:addChild(spriteDog) -- handing touch events local touchBeginPoint = nil --触摸开始 local function onTouchBegan(x, y) cclog("onTouchBegan: %0.2f, %0.2f", x, y) touchBeginPoint = {x = x, y = y} spriteDog.isPaused = true -- CCTOUCHBEGAN event must return true return true end --触摸移动 local function onTouchMoved(x, y) cclog("onTouchMoved: %0.2f, %0.2f", x, y) if touchBeginPoint then local cx, cy = layerFarm:getPosition() layerFarm:setPosition(cx + x - touchBeginPoint.x, cy + y - touchBeginPoint.y) touchBeginPoint = {x = x, y = y} end end --触摸结束 local function onTouchEnded(x, y) cclog("onTouchEnded: %0.2f, %0.2f", x, y) touchBeginPoint = nil spriteDog.isPaused = false end --触屏事件获得eventType:began/moved/ended local function onTouch(eventType, x, y) if eventType == "began" then return onTouchBegan(x, y) elseif eventType == "moved" then return onTouchMoved(x, y) else return onTouchEnded(x, y) end end --注册Targeted触屏事件 layerFarm:registerScriptTouchHandler(onTouch) layerFarm:setTouchEnabled(true) return layerFarm end -- create menu local function createLayerMenu() local layerMenu = CCLayer:create() local menuPopup, menuTools, effectID local function menuCallbackClosePopup() -- stop test sound effect SimpleAudioEngine:sharedEngine():stopEffect(effectID) menuPopup:setVisible(false) end local function menuCallbackOpenPopup() -- loop test sound effect local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav") effectID = SimpleAudioEngine:sharedEngine():playEffect(effectPath) menuPopup:setVisible(true) end -- add a popup menu local menuPopupItem = CCMenuItemImage:create("menu2.png", "menu2.png") menuPopupItem:setPosition(0, 0) menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup) menuPopup = CCMenu:createWithItem(menuPopupItem) menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2) menuPopup:setVisible(false) layerMenu:addChild(menuPopup) -- add the left-bottom "tools" menu to invoke menuPopup local menuToolsItem = CCMenuItemImage:create("menu1.png", "menu1.png") menuToolsItem:setPosition(0, 0) menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup) menuTools = CCMenu:createWithItem(menuToolsItem) local itemWidth = menuToolsItem:getContentSize().width local itemHeight = menuToolsItem:getContentSize().height menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2) layerMenu:addChild(menuTools) return layerMenu end -- play background music, preload effect -- uncomment below for the BlackBerry version -- local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("background.ogg") local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("background.mp3") SimpleAudioEngine:sharedEngine():playBackgroundMusic(bgMusicPath, true) local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav") SimpleAudioEngine:sharedEngine():preloadEffect(effectPath) -- run local sceneGame = CCScene:create() sceneGame:addChild(createLayerFarm()) sceneGame:addChild(createLayerMenu()) CCDirector:sharedDirector():runWithScene(sceneGame)endxpcall(main, __G__TRACKBACK__)